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Posts posted by MemberAtarian
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New version is ready to try out for debugging! In the last room, i tried out if I can put twice the same player(1) next to eachother to double the sprite windth and yes, it worked.
Unfortunately, with a constantly moving object like you, I just don't have enough space for the code left.Important things:-Left Difficulty Swicth: Starting with 3 or 1 lives.-Right Difficulty Switch: Turn music on or off-Select: Turn flashing on or off. Turned off black rooms will be dark grayThe adult xenomorph gains one life as it kills someone.To finish the game, you have to kill all the people and destroy the generators.To burst the chest, tap the fire button.
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4K, OMG, you really had made a great job! Just tried it a bit, but it's really fateful to the classic early RPG games.
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Looks that way on a real console too. Perhaps not quite as pronounced, but you can also make it look similar in Stella by turning on phosphor mode.
The only difference that in Stella, the titlescreens made in Batari Basic flickers. On the real console, it stays still.
There is only written: "Fire for continue, reset for restart", nothing important.

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I have now made 25+ attempts at that screen and haven't even come close to getting up that wall. I'm not a master gamer by any stretch, but I would think I could have made it up once in 25 goes.
I tried it this morning, I needed 23 attempts.
The hard part is that you have to wait for it to drop 3 blocks in front the wall and you can easily stuck at the wall, while the hand drops a new block. :/ -
Fate strikes back again, I have to change a lot of ideas again, I just don't have enough ROM for double drawn sprites. :/
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No problem, select works fine whis way.
I did not plan using it anyway during the game. 
Wow, that's awesome!
P.S.
There is example code around these forums to make the B/W switch work properly with the 7800.
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Do you want to see the fear in their eyes? Let's see the evolution of the beast!-
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Thank you guys.

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Okay, now the stage is full with enemies.
I set the facehugger invulnerable because it would die by two hits (it's the duty of the adult Xenomorph to kill everyone), but now you can see how different the strategies of the two enemies are. The scientist is defensive, only attacks as you are close and in a range, but the soldier is like Rambo. There are two generators that could be destroyed to open two doors, but that would make the rooms around them complately dark.The buttons on the console works like:
LeftDif.: 3 or 1 eggs
RightDif.: Turns music on/off
Select: Turns red flashing on/off (instead of the b/w that works different on the 7800)
What's left? The evolution of the Xenomorph and the last boss. Hope that bank 8 won't get full with graphics elements, I want to do some little animations with the playfield.
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First two enemies created. There are two cannons on the stage, they will be beatable from behind. The sciencetist has a defense centric strategy, he's trying to avoid you and flee as you get close. The soldier will be braver and more agressive.

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2018-04-09 - Update
Final bins uploaded. This is the most I could do, testing it on a real hardware.
2018-03-29 - Update
New version is ready to try out for debugging! In the last room, i tried out if I can put twice the same player(1) next to eachother to double the sprite windth and yes, it worked.
Unfortunately, with a constantly moving object like you, I just don't have enough space for the code left.Important things:
-Left Difficulty Swicth: Starting with 3 or 1 lives.-Right Difficulty Switch: Turn music on or off
-Select: Turn flashing on or off. Turned off black rooms will be dark gray
The adult xenomorph gains one life as it kills someone.
To finish the game, you have to kill all the people and destroy the generators.
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Hi guys, it's me again.
I have been working on this for a month, besides the box and other stuff for Plague, I just can't stop with Batari Basic. 
I had to optimize a lot, so the stage is only has 28 rooms and intake with a pseudo-3D maze style. Enemies will be added later, you have to complete the whole life cyrcle of the Xenomorph and whipe out all living on the space station. Now you can only play as the facehugger. The hard part will be the adult Xenomorph, because it's 16 pixels wide, so I will draw the first part of it in the one drawscreen, and the second part on the other drawing.
Here is a short footage recorded in emulator:
If it will be released, I won't mention Alien or Xenomorph on the box/manual, because I don't want to fight lawyers of 21th Century Fox.
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Magyar?
Thanks for the nice words and yes, I talked about the cover with Al, I have to redraw a lot of things on the cover (I used more complex image editor than Pixia for the first time, sooo
), but in the manual will be Hungarian, because lot of the buyers will be from my country.
Good job, Great game .

Wow, even I couldn't beat it with 22 points.

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I havent been able to figure out how to get past the first boss (I think its a boss), that drops all those blocks on you.
There is only one boss of the game.
To beat the "Hand of God", wait him building something for you and flee. -
Awesome! I’ll be watching out for it

I will have to do the graphical work, so I will get out my cosplay from the box and take some photos of myself as the doc.

Still have game ideas, the second one will allow you to control the xenomorph on a space shuttle.

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Just stumbled upon this and tried it out. Really digging it so far! Awesome work! any plans on a cartridge release?
It will be avaiable at the store.

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You could also try to run the game in stellarator in the browser (see my signature) and record it from there, maybe this works

I haven't had much time to test the game yet, but from what I saw from a quick run, it looks pretty interesting, both in visual style and in gameplay.
It runs in Stella with maybe a little flicker, mostly if there is a falling floor and you stand on the block that is disappearing, the other is room that has the dragon. At that room I made it that if you are below a specific height one certain pfread is turned off to save cycles.and don't exceed 262 lines. The only problem I cannot record it right now in NTSC, camstudio would work, but it is not compatible with my notebook's sound card and it has a low framerate.
But I'm more interested if it runs smootly on the real hardware, I created it for it's own cart and for Harmony cartridge.
You know, the best feeling is seeing your game on a real cart, running on a real machine, on a CRT television. 
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I know there's a number of TIA revisions, but this is the first I've heard of a problem like that.
same here, mostly, if there is a connection problem or they fell not in love, it interrupts things from the beginning. It happened with me buying a copy of Mangia.
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262 cycles? I think you mean scanlines.
Yeah, I mean that.
If your program is too long, you got too much of them.Btw. my Jr.-s doesn't like Draconian, after the title, it goes black, is the PAL Jr. hardware different in some way? (older models have no problem with it)
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I think these may be the final versions.
PAL:
PAL60:
(flicker and interference is because my recorder can really not handle 60Hz)
I did not record the NTSC because I don't have an NTSC console, Z26 emulator does not emulate the timing errors and somehow even the older and the current Stella both does not want to let Fraps record my gameplay, only the sound.
There were things those I could work and and some that I couldn't. Mostly because of the 262 cycles.
.Now, as asked, the fire button makes you jump, so on the last part as you are shooting sick people you have to use UP for shooting. It's a really easy part, so it won't disturb you hopely.
-I tried to go under 262 cycles as possible, that was the most disturbing thing, creating a lot of jumps if something is not needed. You can see that there are some levels where you can jump on platforms under them, it's because I had to turn off pfreads for those parts, that is the command that eats most of the cycles. Sometimes it will happen in the NTSC and PAL60 versions, with PAL you have more cycles, so it works perfectly, but it's slower because of the 50Hz.
-There will be some glitches, it's because I would need TWICE of the pfreads to make sure if there is an object in front of you, over you or under you. The hardest part was jumping, so I had to make strange decisions in coding that I am not proud of.
-Unfortunately, I had to cut the last boss because of the strange sprite placement of BB, it puts them into the last bank no matter what and of I don't want to put them all there, creating a long cycle that causes overload again and sometimes, I could cry instead of shouting and hitting the desk or the keyboard.

-I tried another way to make the score background black, but make the last row of background gray, so you could recognize holes easier, I could insert this little code
asm
minikernel
sta WSYNC
lda $00
sta COLUBK
rts
endinto vblank, but it left out a lof and there was a lot if gray under the last row of blocks (BB leaves the 12th row empty for vertical scrolling), and to be honest, it looked uggly.
-You can press Select, it does the same thing on the titlescreen as reset, I used it for testing and jumping to the desired room, now it goes to room0. I wanted to remove it, but if I do it, the game won't load the main cycle with the gameplay. Why won't it? Don't know, BB has some really strange and unfair things, sometimes it "creates errors" while compiling that makes no sense.
I think other errors were corrected that I found while testing, if you find more, please, tell me!
I attached the code of someone is curious about it.
https://www.4shared.com/archive/q19JSx1jca/titlescreen.html<< The title screen for assembling.
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I played it for a while yesterday on my Flashback HD (it works great, except for the title screen of course), but I ended up being too frustrated by the jumping control. Since jumping is the biggest part of the game and requires more precision, I think it should be controlled with the button. This would also help keep us from accidentally jumping multiple times. For the control of using an herb, which is used less often and does not require such precision, I think pressing up would be more fitting.
Using the button, resulting in less accidental jumps, would probably also result in less getting stuck in the playfield. Besides that, the game looks great and I'm looking forward to seeing it completed. Awesome work so far!
Maybe you are right, the button should be the button and using the medicine should be up in the last scene?


Apollyon - New Alien based game for the Atari 2600
in Homebrew Discussion
Posted
It's standard 32K, like Plague.
I try to expand the capabilities of Batari Basic as possible with the standard Atari 2600 setup. 